Tuesday, 19 June 2018

Blender Game Engine 5

Links for both assignments: https://drive.google.com/open?id=14PCytT6Wxsuycbh32j9Q9Sza2ejSxxzz, https://drive.google.com/open?id=1qcvk29226eCSHWufCtia0dEnjLRUTksk

Reminder: The pausing part does not work. (You tried to help me but it still didn't fix it)


What are three more things (other than health) that would make sense to track with a similar animated bar?

1.) A stamina bar
2.) A resource bar of some sort
3.) A timer

Thursday, 7 June 2018

Blender Game Engine 4

Link to the Blender file: https://drive.google.com/open?id=1sNx7OW1w_Q5fos49kYcW4Js8fxgyBuGu



If you wanted to have a different end display for win (collected all the coins) vs lose (ran out of time), how could you do that?

I could just create a two new scenes and make it so that when I win/lose, it would change the game scene and replace it with the two scenes.

Thursday, 10 May 2018

Blender Game Engine 3

Link to the Blender file https://drive.google.com/open?id=1oAj-sWm62tRsIfcapxbLWl9lyqQwCkGE

Texture I used:










Based on your experience with other game design environments, what do you think we might try to do in order to limit the number of re-spawns to a certain value (for example, you may want your character to only have 5 lives)?
We could make a value for the respawns, and if the value goes below our original value, the ability to respawn will be disabled.





Wednesday, 2 May 2018

Blender Game Engine 2


Link to the Blender file: https://drive.google.com/open?id=1K7hXPF_x8cvgWle3hvZiV1uWIci7H-DW

Texture I used:









In tutorial #4, at first the collision sensor was based on a material but then we changed it to an integer property instead. Describe a game design situation where things would be way easier / more efficient to sense enemy collisions with a property instead of a material.

An example of a game being easier with a property would be if you wanted to have many objects with different colours that all did the same thing.

Tuesday, 27 February 2018

Brainstorming the Four Elements

I brain stormed with my partner Adam.

Favourite Ideas:

Mechanic:
-turned based battle system
-avoiding unkillable/unstoppable objects
-game keeps getting harder until you fail/die
-jumping
-race

Story:
-school theme
-Detective
-part time worker
-Dystopian
-Engineer

Aesthetics:
-pixelated
-cel shading
-bright color
-comic book style
-black and white

Technology
-PC
-console
-smart phone
-VR game
-card game

3 Mixed Ideas:
-VR game, an engineer trying to avoid an unkillable enemy in a comic book style
-PC game, a cel shaded Detective interactive fiction game
-Smart phone game, a pixelated superhero game fighting crime through a turned based battle system

Target Audience:
Teens - Young Adults (both genders)
-both the engineer and the detective games could have a simple and yet complex concepts, so that the teens can still understand and enjoy the game, and also so the young adults can still enjoy and not be bored due to the simple concepts.

Monday, 19 February 2018

Designing Your Own 2D Game Project

https://drive.google.com/open?id=1Hl7-Rn7Uhv1xvjLkfg1v4iMZfo_Vuel0

The thing I'm most proud of is actually the collisions with the walls. When I first started making the game, the character will often get stuck in the walls and platforms and you can even "dig" your way through the platform. All of these bugs made the game borderline unplayable (it was pretty funny seeing the character jump through the ceiling though).